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-   -   Many paths to victory game (http://forum.shrapnelgames.com/showthread.php?t=12318)

geoschmo June 22nd, 2004 08:34 PM

Many paths to victory game
 
So it's been a while since I've kicked around ideas for a PBW game. I was thinking what might be interesting is a game with multiple different victory conditions, any one of which you could acchieve to win the game. More then just the standard in-game VC's though. Stuff like:

Empire explored x% of the map. Obviously no ancient race if we go with this one.

x million minerals produced per turn. Or rads/orgs/research/or intelligence. Would work for any of them, although the actual x value might be different for some.

x million resources in storage

Create, colonize, and maintain a ringworld for x years. (Wonder victory. http://forum.shrapnelgames.com/images/icons/icon7.gif ) If you build a ringworld you'd have to announce it, although not until you want to. The clock on maintaining it wouldn't start until you did, so you could build up your defenses first.

x billion population

x thousand ships/bases. We'd need some rules on this one, like no empty ships, and you have to have enough economy to maintain all of them by the end to have the victory be valid. You could have mothnballed fleets, but you'd have to be able to unmothball them and be able to pay the maintenance for a turn for it to count.

None of these are original thought on my part. But the new idea (new to me anyway) here is to have a game where any of a dozen or so strategies would be a valid path to victory instead of the typical kill 'em all game. Although that would work too if you prefer it. http://forum.shrapnelgames.com/images/icons/icon7.gif

You could and probably would have a couple you were working towards at any one time. Some are complimentary, others not so much.

I think the best thing would be to play this with score on. Although it might be interesting with score off as well.

Ideas?

clark June 22nd, 2004 09:08 PM

Re: Many paths to victory game
 
Multi-Culturalism Run Amok Victory

You must have X number of each population type within the game (defined as the starting races in the game) under your control. Optional- all foreign races must live on their world of choice (atmosphere type), only your original race may live on a different atmosphere type. Optional Harder- Same thing, but planet type applies as well, such as Ice, Rock, or Gas races may only live on those, with the appropriate atmosphere type (warning, micro management nightmare!)

geoschmo June 22nd, 2004 09:28 PM

Re: Many paths to victory game
 
Ok, that also makes me think of a couple more.

Capture x enemy ships

Capture x enemy planets

The planets would be harder to verify though. You could have captured them, or simply colonized with captured populations. It would be impossible to tell the difference unless there happened to be a racial facility on it that you didn't have the tech for.

spoon June 22nd, 2004 09:54 PM

Re: Many paths to victory game
 
A few more:

Capture (or destroy?) x homeworlds.

Turtle x systems (no warp-points, have an anti-stellar-manipulation shielding facility in each system).

X Score

Gandalf Parker June 22nd, 2004 09:59 PM

Re: Many paths to victory game
 
Does SEIV have a Version of WEvsAI?
Is there a way to create an AI empire that has a major lead, and the only way that it can be taken out is by a major players alliance?
Or would there be no surprises in such a game?

GMLocutus June 22nd, 2004 10:27 PM

Re: Many paths to victory game
 
Quote:

Originally posted by Gandalf Parker:
Does SEIV have a Version of WEvsAI?
Is there a way to create an AI empire that has a major lead, and the only way that it can be taken out is by a major players alliance?
Or would there be no surprises in such a game?

<font size="2" face="sans-serif, arial, verdana">it has team mode which is humans against computers..if thats what you mean.

narf poit chez BOOM June 22nd, 2004 11:05 PM

Re: Many paths to victory game
 
Voted as supreme ruler by a galactic council of all empires. Obviously, there would need to be a no voting for self rule.

Gandalf Parker June 23rd, 2004 12:25 AM

Re: Many paths to victory game
 
Quote:

Originally posted by GMLocutus:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Gandalf Parker:
Does SEIV have a Version of WEvsAI?
Is there a way to create an AI empire that has a major lead, and the only way that it can be taken out is by a major players alliance?
Or would there be no surprises in such a game?

<font size="2" face="sans-serif, arial, verdana">it has team mode which is humans against computers..if thats what you mean. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">But has anyone created a Evil Empire as an AI which can only be beat by an alliance of human players? Usually when given a head start.

Im only going by other games Ive experienced since this one is still fairly new territory to me

Ragnarok June 23rd, 2004 02:58 PM

Re: Many paths to victory game
 
Quote:

Originally posted by Gandalf Parker:
But has anyone created a Evil Empire as an AI which can only be beat by an alliance of human players? Usually when given a head start.

Im only going by other games Ive experienced since this one is still fairly new territory to me

<font size="2" face="sans-serif, arial, verdana">The Monsters in Devnullmod are extremely to beat with just one human player if you start close to them. Really tough!

geoschmo June 23rd, 2004 03:10 PM

Re: Many paths to victory game
 
We could do something like that as a scenario on PBW. Run the game for a hundred turns or so to give the AI a big head start. If you have the "Vs" setting on the IA will pretty much hate you on sight.

I've heard the idea before, but never seen anyone actually do it. Would be interesting to try.


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